﻿/***
*
*	Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
*	This product contains software technology licensed from Id
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc.
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "hornet.h"
#include "gamerules.h"


enum hgun_e {
	HGUN_IDLE1 = 0,
	HGUN_FIDGETSWAY,
	HGUN_FIDGETSHAKE,
	HGUN_DOWN,
	HGUN_UP,
	HGUN_SHOOT
};


enum firemode_e
{
	FIREMODE_TRACK = 0,
	FIREMODE_FAST
};


LINK_ENTITY_TO_CLASS(weapon_hornetgun, CHgun);


BOOL CHgun::IsUseable(void)
{
	return TRUE;
}


void CHgun::Spawn()
{
	Precache();
	m_iId = WEAPON_HORNETGUN;
	SET_MODEL(ENT(pev), "models/w_hgun.mdl");

	m_iDefaultAmmo = HIVEHAND_DEFAULT_GIVE;
	m_iFirePhase = 0;

	FallInit();// get ready to fall down.
}


void CHgun::Precache(void)
{
	PRECACHE_MODEL("models/v_hgun.mdl");
	PRECACHE_MODEL("models/w_hgun.mdl");
	PRECACHE_MODEL("models/p_hgun.mdl");

	m_usHornetFire = PRECACHE_EVENT(1, "events/firehornet.sc");

	UTIL_PrecacheOther("hornet");
}


int CHgun::AddToPlayer(CBasePlayer* pPlayer)
{
	if (CBasePlayerWeapon::AddToPlayer(pPlayer))
	{

#ifndef CLIENT_DLL
		if (g_pGameRules->IsMultiplayer())
		{
			// in multiplayer, all hivehands come full. 
			pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = HORNET_MAX_CARRY;
		}
#endif

		MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
		WRITE_BYTE(m_iId);
		MESSAGE_END();
		return TRUE;
	}
	return FALSE;
}


int CHgun::GetItemInfo(ItemInfo* p)
{
	p->pszName = STRING(pev->classname);
	p->pszAmmo1 = "Hornets";
	p->iMaxAmmo1 = HORNET_MAX_CARRY;
	p->pszAmmo2 = NULL;
	p->iMaxAmmo2 = -1;
	p->iMaxClip = WEAPON_NOCLIP;
	p->iSlot = 3;
	p->iPosition = 3;
	p->iId = m_iId = WEAPON_HORNETGUN;
	p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD;
	p->iWeight = HORNETGUN_WEIGHT;

	return 1;
}


BOOL CHgun::Deploy()
{
	return DefaultDeploy("models/v_hgun.mdl", "models/p_hgun.mdl", HGUN_UP, "hive");
}


void CHgun::Holster(int skiplocal /* = 0 */)
{
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
	SendWeaponAnim(HGUN_DOWN);

	//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either.
	if (!m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()])
	{
		m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = 1;
	}
}


void CHgun::PrimaryAttack()
{
	Reload();

	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
	{
		return;
	}

#ifndef CLIENT_DLL
	UTIL_MakeVectors(m_pPlayer->pev->v_angle);

	CBaseEntity* pHornet = CBaseEntity::Create("hornet", m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12, m_pPlayer->pev->v_angle, m_pPlayer->edict());
	pHornet->pev->velocity = gpGlobals->v_forward * 600;

	CHornet* pH = (CHornet*)pHornet;
	pH->m_flFlySpeed = 1000;
	pH->m_flStopAttack = gpGlobals->time + 10.0;

	m_flRechargeTime = gpGlobals->time + 0.5;
#endif

	m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;


	m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
	m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;

	int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usHornetFire, 0.0, (float*)&g_vecZero, (float*)&g_vecZero, 0.0, 0.0, FIREMODE_TRACK, 0, 0, 0);



	// player "shoot" animation
	m_pPlayer->SetAnimation(PLAYER_ATTACK1);

	m_flNextPrimaryAttack = GetNextAttackDelay(0.25);

	if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
	{
		m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
	}

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}



void CHgun::SecondaryAttack(void)
{
	Reload();

	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
	{
		return;
	}

	//Wouldn't be a bad idea to completely predict these, since they fly so fast...
#ifndef CLIENT_DLL
	CBaseEntity* pHornet;
	Vector vecSrc;

	UTIL_MakeVectors(m_pPlayer->pev->v_angle);

	vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12;

	m_iFirePhase++;
	switch (m_iFirePhase)
	{
	case 1:
		vecSrc = vecSrc + gpGlobals->v_up * 8;
		break;
	case 2:
		vecSrc = vecSrc + gpGlobals->v_up * 8;
		vecSrc = vecSrc + gpGlobals->v_right * 8;
		break;
	case 3:
		vecSrc = vecSrc + gpGlobals->v_right * 8;
		break;
	case 4:
		vecSrc = vecSrc + gpGlobals->v_up * -8;
		vecSrc = vecSrc + gpGlobals->v_right * 8;
		break;
	case 5:
		vecSrc = vecSrc + gpGlobals->v_up * -8;
		break;
	case 6:
		vecSrc = vecSrc + gpGlobals->v_up * -8;
		vecSrc = vecSrc + gpGlobals->v_right * -8;
		break;
	case 7:
		vecSrc = vecSrc + gpGlobals->v_right * -8;
		break;
	case 8:
		vecSrc = vecSrc + gpGlobals->v_up * 8;
		vecSrc = vecSrc + gpGlobals->v_right * -8;
		m_iFirePhase = 0;
		break;
	}

	pHornet = CBaseEntity::Create("hornet", vecSrc, m_pPlayer->pev->v_angle, m_pPlayer->edict());
	pHornet->pev->velocity = gpGlobals->v_forward * 1200;
	pHornet->pev->angles = UTIL_VecToAngles(pHornet->pev->velocity);

	pHornet->SetThink(&CHornet::StartDart);

	m_flRechargeTime = gpGlobals->time + 0.5;
#endif

	int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usHornetFire, 0.0, (float*)&g_vecZero, (float*)&g_vecZero, 0.0, 0.0, FIREMODE_FAST, 0, 0, 0);


	m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;

	// player "shoot" animation
	m_pPlayer->SetAnimation(PLAYER_ATTACK1);

	m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}


void CHgun::Reload(void)
{
	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= HORNET_MAX_CARRY)
		return;

	while (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time)
	{
		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
		m_flRechargeTime += 0.5;
	}
}


void CHgun::WeaponIdle(void)
{
	Reload();

	if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
		return;

	int iAnim;
	float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
	if (flRand <= 0.75)
	{
		iAnim = HGUN_IDLE1;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * (2);
	}
	else if (flRand <= 0.875)
	{
		iAnim = HGUN_FIDGETSWAY;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
	}
	else
	{
		iAnim = HGUN_FIDGETSHAKE;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 35.0 / 16.0;
	}
	SendWeaponAnim(iAnim);
}

#endif
